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Color Imprint — Visual Spatial Memory Game

Glance at the lit blocks, then tap their positions from memory

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What this level trains

Color Imprint is a spatial memory test: a few blocks light up in a grid, you get a brief look, then they vanish and you tap their positions from memory in any order. A set runs five rounds, and each round locks as soon as you have chosen that round number of cells.

Grid size is tied to difficulty: level d uses a (d+2)×(d+2) grid, from 3×3 up to 10×10. The five rounds use the range from n−2 to n+2 in ascending order, so a set always totals 5n targets, from 15 blocks at level 1 to 50 at level 8. So the same grid width always pairs with the same block counts.

Three dials turn together: the grid grows, the block count rises, and the display time shrinks from about 700 milliseconds per item down to roughly 156 milliseconds. Bigger grids make neighbouring cells easier to confuse, and shorter displays leave less time to encode positions.

This is the spatial-set part of visuospatial working memory, kin to the classic Corsi block-tapping task; the ordered version is level 1, Pattern Memory. Research suggests working memory holds only about three to four objects, so beyond that you chunk; training improves similar tasks, but far transfer is unproven.

How to play

  1. Look at the whole gridThe blocks stay lit only briefly, so memorising them one by one is too slow. Sweep the whole grid and try to chain the blocks into shapes, such as a corner of three forming an L.
  2. Tap from memoryOnce the blocks vanish, tap the positions you remember. A wrong pick adds no separate penalty, but it costs you a correct answer, and accuracy is a multiplier, so do not fill the board at random.
  3. Lock each roundA round advances only when you have chosen that round number of cells. This also stops you from simply tapping all 100 cells of a 10×10 grid, which keeps the score tied to real memory.
  4. Read the revealEach round shows its result: correct picks in green, missed positions outlined, and wrong picks in amber. After five rounds the set reports your accuracy, recall time and score.

8 difficulty levels and score thresholds

Difficulty d maps to a (d+2)×(d+2) grid, from 3×3 at level 1 to 10×10 at level 8. Every level runs five rounds and uses the block counts from n−2 to n+2 in ascending order, so the target total is always 5n: 15 blocks at level 1 and 50 at level 8. Display time tightens from 700 milliseconds per item down to 156, and clearing a level needs accuracy of at least 80 percent, such as 12 of 15 at level 1 and 40 of 50 at level 8.

Threshold basis: Recall time (you must beat all four columns to the left)
LevelGridFull-mark lineExcellentGoodPassMax scoreNotes
Level 13 × 3 (9 cells)9.2 s13.1 s15.8 s21 s30005 rounds of 1/2/3/4/5 blocks · 15 in total · you need 12 correct
Level 24 × 4 (16 cells)12.8 s18.3 s21.9 s29.2 s40005 rounds of 2/3/4/5/6 blocks · 20 in total · you need 16 correct
Level 35 × 5 (25 cells)16.6 s23.8 s28.5 s38 s50005 rounds of 3/4/5/6/7 blocks · 25 in total · you need 20 correct
Level 46 × 6 (36 cells)20.7 s29.6 s35.5 s47.4 s60005 rounds of 4/5/6/7/8 blocks · 30 in total · you need 24 correct
Level 57 × 7 (49 cells)25.1 s35.9 s43 s57.4 s70005 rounds of 5/6/7/8/9 blocks · 35 in total · you need 28 correct
Level 68 × 8 (64 cells)29.8 s42.5 s51 s1 min 8 s80005 rounds of 6/7/8/9/10 blocks · 40 in total · you need 32 correct
Level 79 × 9 (81 cells)34.6 s49.5 s59.4 s1 min 19 s90005 rounds of 7/8/9/10/11 blocks · 45 in total · you need 36 correct
Level 810 × 10 (100 cells)39.8 s56.9 s1 min 8 s1 min 31 s100005 rounds of 8/9/10/11/12 blocks · 50 in total · you need 40 correct

You can only reach the maximum score at or under the full-mark line. Past the pass line the score keeps decaying, down to 0 at twice the pass line. The maximum rises from 3000 to 10000 across the levels.

Tips and common mistakes

Frequently asked questions

How is Color Imprint different from Pattern Memory?
Pattern Memory asks you to remember an ordered sequence of icons and reproduce the order among decoys. Color Imprint shows a set of positions at once and only asks you to tap them, in any order. The first is spatial-sequence memory and the second is spatial-set memory, which use different mechanisms.
Why does a round lock once I have picked enough cells?
It is a deliberate rule. If you could keep changing picks, you could eventually try every cell on a 10×10 grid, and the score would no longer reflect memory. Locking the round keeps the number of picks controlled and the pace tight.
I cannot hold more than a few positions. Is that normal?
Very. Visual working memory holds roughly three to four objects, which is a normal human limit. Beyond that, strong players lean on chunking and directional strategies rather than a better memory, which is exactly what the harder levels test.
Are the cells too small on a phone?
They can be. On a phone a 10×10 grid gives each cell about 25 pixels, well below the 44-pixel touch guidance, so the harder levels are easier on a tablet or computer. From 7×7 upward the interface suggests switching to a larger screen.
How is the score calculated?
Score = level maximum × speed ratio × accuracy. The speed ratio comes from your recall time, and accuracy is correct picks divided by total targets. You need both: fast but sloppy is discounted by the accuracy multiplier, so sharp and quick is the only way to a high score.
Will training this make me smarter?
This deserves an honest answer. Research shows this kind of training reliably improves performance on similar tasks, so you get faster and more accurate at remembering positions, but there is no convincing evidence that it raises intelligence or transfers to everyday ability. We treat it as a fun, measurable challenge.

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Content updated on 2026-10-03 · Level 9 · Memory